· 9 years ago · Oct 22, 2016, 03:04 PM
1Halfling, Cleric
2Dinive Domain: Life
3
4Number of spells is Cleric level + Wisdom modifier
5
6To cast one of these spells, you must expend a slot of the spell's level or higher.
7You regain all expended spell slots when you finish a long rest.
8
9The spells must be of a level for which you have spell slots.
10For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots.
11With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
12If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
13Casting the spell doesn't remove it from your list of prepared spells.
14You can change your list of prepared spells when you finish a long rest.
15Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
16
17----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
18Player level Proficiency Cantrips -Spell Slots per Spell Level-
19 level bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
20 1 +2 Spellcasting, Divine Domain 3 2
21 2 +2 Channel divinity,Divine Domain feature 3 3
22 3 +2 - 3 4 2
23 4 +2 Ability score improvement 4 4 3
24 5 +3 Destroy undead (CR 1/2) 4 4 3 2
25 6 +3 Channel divinity (2/rest) 4 4 3 3
26 Divine domain feature
27 7 +3 - 4 4 3 3 1
28 8 +3 Ability score improvement, destroy undead 4 4 3 3 2
29 (CR 1), divine domain feature
30 9 +4 - 4 4 3 3 3 1
31 10 +4 Divinie intervention 5 4 3 3 3 2
32 11 +4 Destroy undead (CR 2) 5 4 3 3 3 2 1
33 12 +4 Ability score improvement 5 4 3 3 3 2 1
34 13 +5 - 5 4 3 3 3 2 1 1
35 14 +5 Destroy undead (CR 3) 5 4 3 3 3 2 1 1
36 15 +5 - 5 4 3 3 3 2 1 1 1
37 16 +5 Ability score improvement 5 4 3 3 3 2 1 1 1
38 17 +6 Destroy undead (CR 4), 5 4 3 3 3 2 1 1 1 1
39 divine domain feature
40 18 +6 Channel divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
41 19 +6 Ability score improvement 5 4 3 3 3 3 2 1 1 1
42 20 +6 Divinie intervention improvement 5 4 3 3 3 3 2 2 1 1
43
44----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
45
46Life Domain
47
48Life Domain Spells
49Cleric Level Spells
50 1st bless, cure wounds
51 3rd lesser restoration, spiritual weapon
52 5th beacon of hope, revivify
53 7th death ward, guardian of faith
54 9th mass cure wounds, raise dead
55
56Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
57
58----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
59
60Bonus Proficiency
61When you choose this domain at 1st level, you gain proficiency with heavy armor.
62
63----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
64
65Disciple of Life
66
67Also starting at 1st level, your healing spells are more effective.
68Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
69
70----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
71
72
73Channel Divinity
74
75At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.
76You start with two such effects: Turn Undead and an effect determined by your domain.
77Some domains grant you additional effects as you advance in levels, as noted in the domain description.
78When you use your Channel Divinity, you choose which effect to create.
79You must then finish a short or long rest to use your Channel Divinity again.
80Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
81Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests.
82When you finish a short or long rest, you regain your expended uses.
83
84
85Channel Divinity: Turn Undead
86
87As an action, you present your holy symbol and speak a prayer censuring the undead.
88Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw.
89If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
90A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.
91It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.
92If there’s nowhere to move, the creature can use the Dodge action.
93
94Channel Divinity: Preserve Life
95
96Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
97As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level.
98Choose any creatures within 30 feet of you, and divide those hit points among them.
99This feature can restore a creature to no more than half of its hit point maximum.
100You can’t use this feature on an undead or a construct.
101
102----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
103
104Ability Score improvement
105
106When you reach 4th leve, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2,
107or you can increase two ability scores of your choice by 1.
108As normal, you can't increase an ability score above 20 using this feature.
109
110----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
111
112Destroy Undead
113
114Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature,
115the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
116
117Cleric Level Destroys Undead of CR
118 5th 1/2 or lower
119 8th 1 or lower
120 11th 2 or lower
121 14th 3 or lower
122 17th 4 or lower
123
124----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
125
126Blessed Healer
127
128Beginning at 6th level, the healing spells you cast on others heal you as well.
129When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
130
131----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
132
133Divine Strike
134
135At 8th level, you gain the ability to infuse your weapon strikes with divine energy.
136Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.
137When you reach 14th level, the extra damage increases to 2d8.
138
139----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
140
141Divine intervention
142
143Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
144Imploring your deity's aid requires you to use your action.
145Describe the assistance you seek, and roll percentile dice.
146If you roll a number equal to or lower than your cleric level, your deity intervenes.
147The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
148If your deity intervenes, you can't use this feature again for 7 days.
149Otherwise, you can use it again after you finish a long rest.
150At 20th level, your call for intervention succeeds automatically, no roll required.
151
152----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
153
154Supreme Healing
155
156Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
157For example, instead of restoring 2d6 hit points to a creature, you restore 12.
158
159----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
160
161
162SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT SPELLIT
163
164DIIBADAABA EI PAKKO LUKEA (liittyy spelleihin yleisesti)
165
166
167Componentit
168
169Verbal (V)
170Most spells require the chanting of mystic words.
171The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance,
172sets the threads of magic in motion.
173Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
174
175Somatic (S)
176Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures.
177If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
178
179Material (M)
180Casting some spells requires particular objects, specified in parentheses in the component entry.
181A character can use a component pouch or a spellcasting focus (found in “Equipmentâ€) in place of the components specified for a spell.
182But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
183If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
184A spellcaster must have a hand free to access a spell’s material components–or to hold a spellcasting focus—
185but it can be the same hand that he or she uses to perform somatic components.
186
187Concentration
188Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
189If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
190You can end concentration at any time (no action required).
191Normal activity, such as moving and attacking, doesn’t interfere with concentration.
192The following factors can break concentration:
193 Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration.
194You can’t concentrate on two spells at once.
195 Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration.
196The DC equals 10 or half the damage you take, whichever number is higher.
197If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
198 Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
199
200The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship,
201require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
202
203
204DIIBADAABA LOPPUU JATKA LUKEMISTA VITUN LAISKA
205
206
207JÄRJESTYKSESSÄ SPELL LEVELIN MUKAAN
208
209VALITSE OMASI SENMUKAAN KUN TARVE TULEE
210
211----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
212
213Spell level 0 (Cantrips)
214
215Guidance
216Casting time: 1 action
217Range: Touch
218Components: V, S
219Duration: Concentration, up to 1 minute
220
221You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
222It can roll the die before or after making the ability check. The spell then ends.
223
224
225
226Light
227Casting time: 1 action
228Range: Touch
229Components: V, M (a firefly or phosphorescent moss)
230Duration: 1 hour
231
232You touch one object that is no larger than 10 feet in any dimension.
233Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
234The light can be colored as you like. Completely covering the object with something opaque blocks the light.
235The spell ends if you cast it again or dismiss it as an action.
236If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
237
238
239Mending
240Casting time: 1 minute
241Range: Touch
242Components: V, S, M (two lodestones)
243Duration: Instantaneous
244
245This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
246As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
247This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
248
249
250Resistance
251Casting time: 1 action
252Range: Touch
253Components: V, S, M (a miniature cloak)
254Duration: Concentration, up to 1 minute
255
256You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.
257It can roll the die before or after making the saving throw. The spell then ends.
258
259
260
261Sacred Flame
262Casting time: 1 action
263Range: 60 feet
264Components: V, S
265Duration: Instantaneous
266
267Flame-like radiance descends on a creature that you can see within range.
268The target must succeed on a Dexterity saving throw or take 1d8 radiant damage.
269The target gains no benefit from cover for this saving throw.
270The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
271
272
273
274Spare the Dying
275Casting time: 1 action
276Range: Touch
277Components: V, S
278Duration: Instantaneous
279
280You touch a living creature that has 0 hit points. The creature becomes stable.
281This spell has no effect on undead or constructs.
282
283
284
285Thaumaturgy
286Casting time: 1 action
287Range: 30 feet
288Components: V
289Duration: Up to 1 minute
290
291You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
292
293 Your voice booms up to three times as loud as normal for 1 minute.
294 You cause flames to flicker, brighten, dim, or change color for 1 minute.
295 You cause harmless tremors in the ground for 1 minute.
296 You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
297 You instantaneously cause an unlocked door or window to fly open or slam shut.
298 You alter the appearance of your eyes for 1 minute.
299
300If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
301
302
303----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
304
305
306Spell level 1
307
308
309Bane
310Casting time: 1 action
311Range: 30 feet
312Components: V, S, M (a drop of blood)
313Duration: Concentration, up to 1 minute
314
315Up to three creatures of your choice that you can see within range must make Charisma saving throws.
316Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,
317the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
318
319At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
320
321
322Bless
323Casting time: 1 action
324Range: 30 feet
325Components: V, S, M (a sprinkling of holy water)
326Duration: Concentration, up to 1 minute
327
328You bless up to three creatures of your choice within range.
329Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
330
331At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
332
333
334Command
335Casting time: 1 action
336Range: 60 feet
337Components: V
338Duration: 1 round
339
340You speak a one-word command to a creature you can see within range.
341The target must succeed on a Wisdom saving throw or follow the command on its next turn.
342The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
343Some typical commands and their effects follow.
344You might issue a command other than one described here.
345If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
346
347Command Effect
348
349Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
350
351Drop The target drops whatever it is holding and then ends its turn.
352
353Flee The target spends its turn moving away from you by the fastest available means.
354
355Grovel The target falls prone and then ends its turn.
356
357Halt The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so.
358 If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
359
360At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
361The creatures must be within 30 feet of each other when you target them.
362
363
364
365Create or Destroy Water
366Casting time: 1 action
367Range: 30 feet
368Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
369Duration: Instantaneous
370
371You either create or destroy water.
372
373Create Water. You create up to 10 gallons of clean water within range in an open container.
374Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
375
376Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
377
378At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water,
379or the size of the cube increases by 5 feet, for each slot level above 1st.
380
381
382
383Cure Wounds
384Casting time: 1 action
385Range: Touch
386Components: V, S
387Duration: Instantaneous
388
389A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
390This spell has no effect on undead or constructs.
391
392At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
393
394
395Detect Evil and Good
396Casting time: 1 action
397Range: Self
398Components: V, S
399Duration: Concentration, up to 10 minutes
400
401For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
402Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
403
404The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
405
406
407
408Detect Magic
409(ritual)
410Casting time: 1 action
411Range: Self
412Components: V, S
413Duration: Concentration, up to 10 minutes
414
415For the duration, you sense the presence of magic within 30 feet of you.
416If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic,
417and you learn its school of magic, if any.
418The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
419
420
421
422Detect Poison and Disease
423(ritual)
424Casting time: 1 action
425Range: Self
426Components: V, S, M (a yew leaf)
427Duration: Concentration, up to 10 minutes
428
429For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
430You also identify the kind of poison, poisonous creature, or disease in each case.
431The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
432
433
434
435Guiding Bolt
436Casting time: 1 action
437Range: 120 feet
438Components: V, S
439Duration: 1 round
440
441A flash of light streaks toward a creature of your choice within range.
442Make a ranged spell attack against the target.
443On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage,
444thanks to the mystical dim light glittering on the target until then.
445
446At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
447
448
449
450Healing Word
451Casting time: 1 bonus action
452Range: 60 feet
453Components: V
454Duration: Instantaneous
455
456A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
457This spell has no effect on undead or constructs.
458
459At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
460
461
462
463Inflict Wounds
464Casting time: 1 action
465Range: Touch
466Components: V, S
467Duration: Instantaneous
468
469Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
470
471At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
472
473
474
475Protection from Evil and Good
476Casting time: 1 action
477Range: Touch
478Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
479Duration: Concentration up to 10 minutes
480
481Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
482The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target.
483The target also can’t be charmed, frightened, or possessed by them.
484If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
485
486
487
488Purify Food and Drink
489(ritual)
490Casting time: 1 action
491Range: 10 feet
492Components: V, S
493Duration: Instantaneous
494
495All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
496
497
498
499Sanctuary
500Casting time: 1 bonus action
501Range: 30 feet
502Components: V, S, M (a small silver mirror)
503Duration: 1 minute
504
505You ward a creature within range against attack.
506Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw.
507On a failed save, the creature must choose a new target or lose the attack or spell.
508This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
509If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
510
511
512
513Shield of Faith
514Casting time: 1 bonus action
515Range: 60 feet
516Components: V, S, M (a small parchment with a bit of holy text written on it)
517Duration: Concentration, up to 10 minutes
518
519A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
520
521
522----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
523
524
525Spell level 2
526
527
528
529Aid
530Casting time: 1 action
531Range: 30 feet
532Components: V, S, M (a tiny strip of white cloth)
533Duration: 8 hours
534
535Your spell bolsters your allies with toughness and resolve.
536Choose up to three creatures within range.
537Each target’s hit point maximum and current hit points increase by 5 for the duration.
538
539At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
540a target’s hit points increase by an additional 5 for each slot level above 2nd.
541
542
543
544Augury
545(ritual)
546Casting time: 1 minute
547Range: Self
548Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
549Duration: Instantaneous
550
551By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool,
552you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
553The GM chooses from the following possible omens:
554 Weal, for good results
555 Woe, for bad results
556 Weal and woe, for both good and bad results
557 Nothing, for results that aren’t especially good or bad
558
559The spell doesn’t take into account any possible circumstances that might change the outcome,
560such as the casting of additional spells or the loss or gain of a companion.
561If you cast the spell two or more times before completing your next long rest,
562there is a cumulative 25 percent chance for each casting after the first that you get a random reading.
563The GM makes this roll in secret.
564
565
566
567Blindness/Deafness
568Casting time: 1 action
569Range: 30 feet
570Components: V
571Duration: 1 minute
572
573You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw.
574If it fails, the target is either blinded or deafened (your choice) for the duration.
575At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
576
577At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
578you can target one additional creature for each slot level above 2nd.
579
580
581
582Calm Emotions
583Casting time: 1 action
584Range: 60 feet
585Components: V, S
586Duration: Concentration, up to 1 minute
587
588You attempt to suppress strong emotions in a group of people.
589Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw;
590a creature can choose to fail this saving throw if it wishes.
591If a creature fails its saving throw, choose one of the following two effects.
592You can suppress any effect causing a target to be charmed or frightened.
593When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
594Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward.
595This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
596When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
597
598
599
600Continual Flame
601Casting time: 1 action
602Range: Touch
603Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
604Duration: Until dispelled
605
606A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
607The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen.
608A continual flame can be covered or hidden but not smothered or quenched.
609
610
611
612Enhance Ability
613Casting time: 1 action
614Range: Touch
615Components: V, S, M (fur or a feather from a beast)
616Duration: Concentration, up to 1 hour.
617
618You touch a creature and bestow upon it a magical enhancement.
619Choose one of the following effects; the target gains that effect until the spell ends.
620
621Bear’s Endurance. The target has advantage on Constitution checks.
622 It also gains 2d6 temporary hit points, which are lost when the spell ends.
623
624Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
625
626Cat’s Grace. The target has advantage on Dexterity checks.
627 It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
628
629Eagle’s Splendor. The target has advantage on Charisma checks.
630
631Fox’s Cunning. The target has advantage on Intelligence checks.
632
633Owl’s Wisdom. The target has advantage on Wisdom checks.
634
635At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
636
637
638
639Find Traps
640Casting time: 1 action
641Range: 120 feet
642Components: V, S
643Duration: Instantaneous
644
645You sense the presence of any trap within range that is within line of sight.
646A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable,
647which was specifically intended as such by its creator.
648Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
649but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
650This spell merely reveals that a trap is present. You don’t learn the location of each trap,
651but you do learn the general nature of the danger posed by a trap you sense.
652
653
654
655Gentle Repose
656(ritual)
657Casting time: 1 action
658Range: Touch
659Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
660Duration: 10 days
661
662You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
663The spell also effectively extends the time limit on raising the target from the dead,
664since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
665
666
667
668Hold Person
669Casting time: 1 action
670Range: 60 feet
671Components: V, S, M (a small, straight piece of iron)
672Duration: Concentration, up to 1 minute
673
674Choose a humanoid that you can see within range.
675The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
676At the end of each of its turns, the target can make another Wisdom saving throw.
677On a success, the spell ends on the target.
678
679At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.
680The humanoids must be within 30 feet of each other when you target them.
681
682
683
684Lesser Restoration
685(2nd-level abjuration)
686Casting time: 1 action
687Range: Touch
688Components: V, S
689Duration: Instantaneous
690
691You touch a creature and can end either one disease or one condition afflicting it.
692The condition can be blinded, deafened, paralyzed, or poisoned.
693
694
695
696Locate Object
697Casting time: 1 action
698Range: Self
699Components: V, S, M (a forked twig)
700Duration: Concentration, up to 10 minutes
701
702Describe or name an object that is familiar to you.
703You sense the direction to the object’s location, as long as that object is within 1,000 feet of you.
704If the object is in motion, you know the direction of its movement.
705The spell can locate a specific object known to you, as long as you have seen it up close–within 30 feet–at least once.
706Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
707This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
708
709
710
711Prayer of Healing
712Casting time: 10 minutes
713Range: 30 feet
714Components: V
715Duration: Instantaneous
716
717Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
718This spell has no effect on undead or constructs.
719
720At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
721
722
723
724Protection from Poison
725Casting time: 1 action
726Range: Touch
727Components: V, S
728Duration: 1 hour
729
730You touch a creature. If it is poisoned, you neutralize the poison.
731If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
732For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
733
734
735
736Silence
737(ritual)
738Casting time: 1 action
739Range: 120 feet
740Components: V, S
741Duration: Concentration, up to 10 minutes
742
743For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
744Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
745Casting a spell that includes a verbal component is impossible there.
746
747
748
749Spiritual Weapon
750Casting time: 1 bonus action
751Range: 60 feet
752Components: V, S
753Duration: 1 minute
754
755You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
756When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon.
757On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
758As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
759The weapon can take whatever form you choose.
760Clerics of deities who are associated with a particular weapon make this spell’s effect resemble that weapon.
761
762At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
763
764
765
766Warding Bond
767Casting time: 1 action
768Range: Touch
769Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
770Duration: 1 hour
771
772This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
773While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage.
774Also, each time it takes damage, you take the same amount of damage.
775
776The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.
777It also ends if the spell is cast again on either of the connected creatures.
778You can also dismiss the spell as an action.
779
780
781
782Zone of Truth
783Casting time: 1 action
784Range: 60 feet
785Components: V, S
786Duration: 10 minutes
787
788You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
789Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw.
790On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
791An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie.
792Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
793
794
795----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
796
797
798Spell level 3
799
800
801
802Animate Dead
803Casting time: 1 minute
804Range: 10 feet
805Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
806Duration: Instantaneous
807
808This spell creates an undead servant.
809Choose a pile of bones or a corpse of a Medium or Small humanoid within range.
810Your spell imbues the target with a foul mimicry of life, raising it as an undead creature.
811The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
812On each of your turns, you can use a bonus action to mentally command any creature you made with this spell
813if the creature is within 60 feet of you (if you control multiple creatures,
814you can command any or all of them at the same time, issuing the same command to each one).
815You decide what action the creature will take and where it will move during its next turn, or you can issue a general command,
816such as to guard a particular chamber or corridor.
817
818If you issue no commands, the creature only defends itself against hostile creatures.
819Once given an order, the creature continues to follow it until its task is complete.
820The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
821To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends.
822This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
823
824At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
825you animate or reassert control over two additional undead creatures for each slot level above 3rd.
826Each of the creatures must come from a different corpse or pile of bones.
827
828
829
830Beacon of Hope
831Casting time: 1 action
832Range: 30 feet
833Components: V, S
834Duration: Concentration, up to 1 minute
835
836This spell bestows hope and vitality. Choose any number of creatures within range.
837For the duration, each target has advantage on Wisdom saving throws and death saving throws,
838and regains the maximum number of hit points possible from any healing.
839
840
841
842Bestow Curse
843Casting time: 1 action
844Range: Touch
845Components: V, S
846Duration: Concentration, up to 1 minute
847
848You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
849When you cast this spell, choose the nature of the curse from the following options:
850
851 Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
852 While cursed, the target has disadvantage on attack rolls against you.
853 While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
854 While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
855
856A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect,
857but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
858
859At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes.
860If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours.
861If you use a 9th level spell slot, the spell lasts until it is dispelled.
862Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
863
864
865
866
867Clairvoyance
868Casting time: 10 minutes
869Range: 1 mile
870Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
871Duration: Concentration, up to 10 minutes
872
873You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before)
874or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
875The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
876When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space.
877 As your action, you can switch between seeing and hearing.
878
879A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
880
881
882
883Create Food and Water
884Casting time: 1 action
885Range: 30 feet
886Components: V, S
887Duration: Instantaneous
888
889You create 45 pounds of food and 30 gallons of water on the ground or in containers within range,
890enough to sustain up to fifteen humanoids or five steeds for 24 hours.
891The food is bland but nourishing, and spoils if uneaten after 24 hours.
892The water is clean and doesn’t go bad.
893
894
895
896Daylight
897Casting time: 1 action
898Range: 60 feet
899Components: V, S
900Duration: 1 hour
901
902A 60-foot-radius sphere of light spreads out from a point you choose within range.
903The sphere is bright light and sheds dim light for an additional 60 feet.
904If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it.
905Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
906If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
907
908
909
910Dispel Magic
911Casting time: 1 action
912Range: 120 feet
913Components: V, S
914Duration: Instantaneous
915
916Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
917For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
918The DC equals 10 + the spell’s level. On a successful check, the spell ends.
919
920At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
921you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
922
923
924
925Feign Death
926(ritual)
927Casting Time: 1 action
928Range: Touch
929Components: V,5, M(a pinch of graveyard dirt)
930Duration: 1hour
931
932You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
933For the spell's duration, or until you use an action to touch the target and dismiss the spell,
934the target appears dead to all outward inspection and to spells used to determine the target's status.
935The target is blinded and incapacitated, and its speed drops to O.
936The target has resistance to all damage except psychic damage.
937If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect,
938the disease and poison have no effect until the spell ends.
939
940
941
942Glyph of Warding
943Casting time: 1 hour
944Range: Touch
945Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
946Duration: Until dispelled or triggered
947
948When you cast this spell, you inscribe a glyph that harms other creatures,
949either upon a surface (such as a table or a section of floor or wall) or within an object
950that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.
951If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter.
952If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell,
953the glyph is broken, and the spell ends without being triggered.
954
955The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
956You decide what triggers the glyph when you cast the spell.
957For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph,
958approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed.
959For glyphs inscribed within an object, the most common triggers include opening that object,
960approaching within a certain distance of the object, or seeing or reading the glyph.
961Once a glyph is triggered, this spell ends.
962
963You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight),
964creature kind (for example, the ward could be set to affect aberrations or drow), or alignment.
965You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
966
967When you inscribe the glyph, choose explosive runes or a spell glyph.
968
969Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph.
970 The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw.
971 A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph),
972 or half as much damage on a successful one.
973
974Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph.
975 The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
976 When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph.
977 If the spell affects an area, the area is centered on that creature.
978 If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it.
979 If the spell requires concentration, it lasts until the end of its full duration.
980
981At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
982the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd.
983If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
984
985
986
987Magic Circle
988Casting time: 1 minute
989Range: 10 feet
990Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
991Duration: 1 hour
992
993You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
994Glowing runes appear wherever the cylinder intersects with the floor or other surface.
995
996Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead.
997The circle affects a creature of the chosen type in the following ways:
998
999 The creature can’t willingly enter the cylinder by nonmagical means.
1000 If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
1001 The creature has disadvantage on attack rolls against targets within the cylinder.
1002 Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
1003
1004When you cast this spell, you can elect to cause its magic to operate in the reverse direction,
1005preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
1006
1007At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
1008
1009
1010
1011Mass Healing Word
1012Casting time: 1 bonus action
1013Range: 60 feet
1014Components: V
1015Duration: Instantaneous
1016
1017As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to
10181d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
1019
1020At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
1021
1022
1023
1024Meld into Stone
1025(ritual)
1026Casting time: 1 action
1027Range: Touch
1028Components: V, S
1029Duration: 8 hours
1030
1031You step into a stone object or surface large enough to fully contain your body,
1032melding yourself and all the equipment you carry with the stone for the duration.
1033Using your movement, you step into the stone at a point you can touch.
1034Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
1035While merged with the stone, you can’t see what occurs outside it,
1036and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage.
1037You remain aware of the passage of time and can cast spells on yourself while merged in the stone.
1038You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
1039Minor physical damage to the stone doesn’t harm you,
1040but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you.
1041The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you.
1042If expelled, you fall prone in an unoccupied space closest to where you first entered.
1043
1044
1045
1046Protection from Energy
1047Casting time: 1 action
1048Range: Touch
1049Components: V, S
1050Duration: Concentration, up to 1 hour
1051
1052For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
1053
1054
1055
1056Remove Curse
1057Casting time: 1 action
1058Range: Touch
1059Components: V, S
1060Duration: Instantaneous
1061
1062At your touch, all curses affecting one creature or object end.
1063If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
1064
1065
1066
1067Revivify
1068Casting Time: 1 action
1069Range: Touch Components: V,S, M(diamonds worlh 300 gp, which the spell consumes)
1070Duration: Instantaneous
1071You touch a creature that has died within the last minute.
1072That creature returns to life with 1 hit point.
1073This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
1074
1075
1076
1077Sending
1078Casting time: 1 action
1079Range: Unlimited
1080Components: V, S, M (a short piece of fine copper wire)
1081Duration: 1 round
1082
1083You send a short message of twenty-five words or less to a creature with which you are familiar.
1084The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
1085The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
1086You can send the message across any distance and even to other planes of existence,
1087but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
1088
1089
1090
1091Tongues
1092Casting time: 1 action
1093Range: Touch
1094Components: V, M (a small clay model of a ziggurat)
1095Duration: 1 hour
1096
1097This spell grants the creature you touch the ability to understand any spoken language it hears.
1098Moreover when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
1099
1100
1101
1102Water Walk
1103(ritual)
1104Casting time: 1 action
1105Range: 30 feet
1106Components: V, S, M (a piece of cork)
1107Duration: 1 hour
1108
1109This spell grants the ability to move across any liquid surface–such as water,
1110acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
1111Up to ten willing creatures you can see within range gain this ability for the duration.
1112If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
1113
1114
1115----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1116
1117
1118Spell level 4
1119
1120
1121
1122
1123Banishment
1124Casting time: 1 action
1125Range: 60 feet
1126Components: V, S, M (an item distasteful to the target)
1127Duration: Concentration, up to 1 minute
1128
1129You attempt to send one creature that you can see within range to another plane of existence.
1130The target must succeed on a Charisma saving throw or be banished.
1131
1132If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane.
1133While there, the target is incapacitated. The target remains there until the spell ends,
1134at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
1135
1136If the target is native to a different plane of existence than the one you’re on,
1137the target is banished with a faint popping noise, returning to its home plane.
1138If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
1139Otherwise, the target doesn’t return.
1140
1141At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
1142
1143
1144
1145
1146
1147Control Water
1148Casting time: 1 action
1149Range: 300 feet
1150Components: V, S, M (a drop of water and a pinch of dust)
1151Duration: Concentration, up to 10 minutes
1152
1153Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
1154You can choose from any of the following effects when you cast this spell.
1155As an action on your turn, you can repeat the same effect or choose a different one.
1156
1157Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet.
1158 If the area includes a shore, the flooding water spills over onto dry land.
1159 If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side
1160 of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side.
1161 Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
1162 The water level remains elevated until the spell ends or you choose a different effect.
1163 If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
1164
1165Part Water. You cause water in the area to move apart and create a trench.
1166 The trench extends across the spell’s area, and the separated water forms a wall to either side.
1167 The trench remains until the spell ends or you choose a different effect.
1168 The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
1169
1170Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles,
1171 up walls, or in other unlikely directions.
1172 The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions.
1173 The water continues to move in the direction you chose until the spell ends or you choose a different effect.
1174
1175Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep.
1176 You cause a whirlpool to form in the center of the area.
1177 The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall.
1178 Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it.
1179 A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
1180 When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw.
1181 On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
1182 On a successful save, the creature takes half damage, and isn’t caught in the vortex.
1183 A creature caught in the vortex can use its action to try to swim away from the vortex as described above,
1184 but has disadvantage on the Strength (Athletics) check to do so.
1185 The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage;
1186 this damage occurs each round it remains in the vortex.
1187
1188
1189
1190
1191Death Ward
1192Casting time: 1 action
1193Range: Touch
1194Components: V, S
1195Duration: 8 hours
1196
1197You touch a creature and grant it a measure of protection from death.
1198The first time the target would drop to 0 hit points as a result of taking damage,
1199the target instead drops to 1 hit point, and the spell ends.
1200If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage,
1201that effect is instead negated against the target, and the spell ends.
1202
1203
1204
1205
1206Divination(ritual)
1207Casting time: 1 action
1208Range: Self
1209Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
1210Duration: Instantaneous
1211
1212Your magic and an offering put you in contact with a god or a god’s servants.
1213You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply.
1214The reply might be a short phrase, a cryptic rhyme, or an omen.
1215The spell doesn’t take into account any possible circumstances that might change the outcome,
1216such as the casting of additional spells or the loss or gain of a companion.
1217
1218If you cast the spell two or more times before finishing your next long rest,
1219there is a cumulative 25 percent chance for each casting after the first that you get a random reading.
1220The GM makes this roll in secret.
1221
1222
1223
1224Freedom of Movement
1225Casting time: 1 action
1226Range: Touch
1227Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
1228Duration: 1 hour
1229
1230You touch a willing creature.
1231For the duration, the target’s movement is unaffected by difficult terrain,
1232and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
1233The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.
1234Finally, being underwater imposes no penalties on the target’s movement or attacks.
1235
1236
1237
1238Guardian of Faith
1239Casting time: 1 action
1240Range: 30 feet
1241Components: V
1242Duration: 8 hours
1243
1244A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.
1245The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
1246Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw.
1247The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.
1248The guardian vanishes when it has dealt a total of 60 damage.
1249
1250
1251
1252Locate Creature
1253Casting time: 1 action
1254Range: Self
1255Components: V, S, M (a bit of fur from a bloodhound)
1256Duration: Concentration, up to 1 hour
1257
1258Describe or name a creature that is familiar to you. You sense the direction to the creature’s location,
1259as long as that creature is within 1,000 feet of you.
1260If the creature is moving, you know the direction of its movement.
1261
1262The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn),
1263so long as you have seen such a creature up close–within 30 feet–at least once. If the creature you described or named is in a different form,
1264such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
1265This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
1266
1267
1268
1269
1270 Stone Shape
1271Casting time: 1 action
1272Range: Touch
1273Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
1274Duration: Instantaneous
1275
1276You touch a stone object of Medium size or smaller or a section of stone no more than
12775 feet in any dimension and form it into any shape that suits your purpose.
1278So, for example, you could shape a large rock into a weapon, idol, or coffer,
1279or make a small passage through a wall, as long as the wall is less than 5 feet thick.
1280You could also shape a stone door or its frame to seal the door shut.
1281The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
1282
1283
1284----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1285
1286
1287Spell level 5
1288
1289
1290
1291Commune
1292(ritual)
1293Casting time: 1 minute
1294Range: Self
1295Components: V, S, M (incense and a vial of holy or unholy water)
1296Duration: 1 minute
1297
1298You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
1299You must ask your questions before the spell ends. You receive a correct answer for each question.
1300
1301Divine beings aren’t necessarily omniscient,
1302so you might receive “unclear†as an answer if a question pertains to information that lies beyond the deity’s knowledge.
1303In a case where a one-word answer could be misleading or contrary to the deity’s interests,
1304the GM might offer a short phrase as an answer instead.
1305
1306If you cast the spell two or more times before finishing your next long rest,
1307there is a cumulative 25 percent chance for each casting after the first that you get no answer.
1308The GM makes this roll in secret.
1309
1310
1311
1312Contagion
1313Casting time: 1 action
1314Range: Touch
1315Components: V, S
1316Duration: 7 days
1317
1318Your touch inflicts disease. Make a melee spell attack against a creature within your reach.
1319On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
1320
1321At the end of each of the target’s turns, it must make a Constitution saving throw.
1322After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves.
1323After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
1324
1325Since this spell induces a natural disease in its target,
1326any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
1327
1328Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white.
1329 The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
1330
1331Filth Fever. A raging fever sweeps through the creature’s body.
1332 The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
1333
1334Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
1335
1336Mindfire. The creature’s mind becomes feverish.
1337 The creature has disadvantage on Intelligence checks and Intelligence saving throws,
1338 and the creature behaves as if under the effects of the confusion spell during combat.
1339
1340Seizure. The creature is overcome with shaking.
1341 The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
1342
1343Slimy Doom. The creature begins to bleed uncontrollably.
1344 The creature has disadvantage on Constitution checks and Constitution saving throws.
1345 In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
1346
1347
1348
1349
1350Dispel Evil and Good
1351Casting time: 1 action
1352Range: Self
1353Components: V, S, M (holy water or powdered silver and iron)
1354Duration: Concentration, up to 1 minute
1355
1356Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
1357For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
1358You can end the spell early by using either of the following special functions.
1359
1360Break Enchantment. As your action, you touch a creature you can reach that is charmed,
1361 frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead.
1362 The creature you touch is no longer charmed, frightened, or possessed by such creatures.
1363
1364Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach.
1365 On a hit, you attempt to drive the creature back to its home plane.
1366 The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already).
1367 If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
1368
1369
1370
1371
1372Flame Strike
1373Casting time: 1 action
1374Range: 60 feet
1375Components: V, S, M (pinch of sulfur)
1376Duration: Instantaneous
1377
1378A vertical column of divine fire roars down from the heavens in a location you specify.
1379Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw.
1380A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
1381
1382At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
1383the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
1384
1385
1386
1387
1388Geas
1389Casting time: 1 minute
1390Range: 60 feet
1391Components: V
1392Duration: 30 days
1393
1394You place a magical command on a creature that you can see within range,
1395forcing it to carry out some service or refrain from some action or course of activity as you decide.
1396If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration.
1397While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions,
1398but no more than once each day. A creature that can’t understand you is unaffected by the spell.
1399
1400You can issue any command you choose, short of an activity that would result in certain death.
1401Should you issue a suicidal command, the spell ends.
1402
1403You can end the spell early by using an action to dismiss it.
1404A remove curse, greater restoration, or wish spell also ends it.
1405
1406At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year.
1407When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
1408
1409
1410
1411
1412Greater Restoration
1413Casting time: 1 action
1414Range: Touch
1415Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
1416Duration: Instantaneous
1417
1418You imbue a creature you touch with positive energy to undo a debilitating effect.
1419You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
1420
1421 One effect that charmed or petrified the target
1422 One curse, including the target’s attunement to a cursed magic item
1423 Any reduction to one of the target’s ability scores
1424 One effect reducing the target’s hit point maximum
1425
1426
1427
1428
1429Hallow
1430Casting time: 24 hours
1431Range: Touch
1432Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
1433Duration: Until dispelled
1434
1435You touch a point and infuse an area around it with holy (or unholy) power.
1436The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell.
1437The affected area is subject to the following effects.
1438
1439First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it.
1440Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area.
1441You can exclude one or more of those types of creatures from this effect.
1442
1443Second, you can bind an extra effect to the area.
1444Choose the effect from the following list, or choose an effect offered by the GM.
1445Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures,
1446creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls.
1447When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there,
1448it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
1449
1450Courage. Affected creatures can’t be frightened while in the area.
1451
1452Darkness. Darkness fills the area.
1453 Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell,
1454 can’t illuminate the area.
1455
1456Daylight. Bright light fills the area.
1457 Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.
1458
1459Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for
1460 bludgeoning, piercing, or slashing.
1461
1462Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for
1463 bludgeoning, piercing, or slashing.
1464
1465Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.
1466
1467Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.
1468
1469Fear. Affected creatures are frightened while in the area.
1470
1471Silence. No sound can emanate from within the area, and no sound can reach into it.
1472
1473Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.
1474
1475
1476
1477
1478Insect Plague
1479Casting time: 1 action
1480Range: 300 feet
1481Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
1482Duration: Concentration, up to 10 minutes
1483
1484Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
1485The sphere spreads around corners.
1486The sphere remains for the duration, and its area is lightly obscured.
1487The sphere’s area is difficult terrain.
1488
1489When the area appears, each creature in it must make a Constitution saving throw.
1490A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one.
1491A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
1492
1493At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
1494
1495
1496
1497Legend Lore
1498Casting time: 10 minutes
1499Range: Self
1500Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
1501Duration: Instantaneous
1502
1503Name or describe a person, place, or object.
1504The spell brings to your mind a brief summary of the significant lore about the thing you named.
1505The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.
1506If the thing you named isn’t of legendary importance, you gain no information.
1507The more information you already have about the thing, the more precise and detailed the information you receive is.
1508
1509The information you learn is accurate but might be couched in figurative language.
1510For example, if you have a mysterious magic axe on hand, the spell might yield this information:
1511“Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones.
1512Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe,
1513and only with the sacred word Rudnogg on the lips.â€
1514
1515
1516
1517
1518Mass Cure Wounds
1519Casting time: 1 action
1520Range: 60 feet
1521Components: V, S
1522Duration: Instantaneous
1523
1524A wave of healing energy washes out from a point of your choice within range.
1525Choose up to six creatures in a 30-foot-radius sphere centered on that point.
1526Each target regains hit points equal to 3d8 + your spellcasting ability modifier.
1527This spell has no effect on undead or constructs.
1528
1529At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
1530the healing increases by 1d8 for each slot level above 5th.
1531
1532
1533
1534Planar Binding
1535Casting time: 1 hour
1536Range: 60 feet
1537Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
1538Duration: 24 hours
1539
1540With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
1541The creature must be within range for the entire casting of the spell.
1542(Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.)
1543At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration.
1544If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
1545
1546A bound creature must follow your instructions to the best of its ability.
1547You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message.
1548The creature obeys the letter of your instructions, but if the creature is hostile to you,
1549it strives to twist your words to achieve its own objectives.
1550If the creature carries out your instructions completely before the spell ends,
1551it travels to you to report this fact if you are on the same plane of existence.
1552If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
1553
1554At Higher Levels. When you cast this spell using a spell slot of a higher level,
1555the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th level slot, to 180 days with an 8th-level slot,
1556and to a year and a day with a 9th-level spell slot.
1557
1558
1559
1560
1561Raise Dead
1562Casting time: 1 hour
1563Range: Touch
1564Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
1565Duration: Instantaneous
1566
1567You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
1568If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
1569
1570This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died.
1571This spell doesn’t, however, remove magical diseases, curses, or similar effects;
1572if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life.
1573The spell can’t return an undead creature to life.
1574
1575This spell closes all mortal wounds, but it doesn’t restore missing body parts.
1576If the creature is lacking body parts or organs integral for its survival–its head, for instance–the spell automatically fails.
1577
1578Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws,
1579and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
1580
1581
1582
1583
1584Scrying
1585Casting time: 10 minutes
1586Range: Self
1587Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
1588Duration: Concentration, up to 10 minutes
1589
1590You can see and hear a particular creature you choose that is on the same plane of existence as you.
1591The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it.
1592If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
1593
1594Knowledge Save Modifier
1595
1596Secondhand (you have heard of the target) +5
1597Firsthand (you have met the target) +0
1598Familiar (you know the target well) -5
1599
1600Connection Save Modifier
1601
1602Likeness or picture -2
1603Possession or garment -4
1604Body part, lock of hair, bit of nail, or the like -10
1605
1606
1607On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
1608
1609On a failed save, the spell creates an invisible sensor within 10 feet of the target.
1610You can see and hear through the sensor as if you were there.
1611The sensor moves with the target, remaining within 10 feet of it for the duration.
1612A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
1613
1614Instead of targeting a creature, you can choose a location you have seen before as the target of this spell.
1615When you do, the sensor appears at that location and doesn’t move.
1616
1617
1618----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1619
1620
1621Spell level 6
1622
1623
1624
1625Blade Barrier
1626Casting time: 1 action
1627Range: 90 feet
1628Components: V, S
1629Duration: Concentration, up to 10 minutes
1630
1631You create a vertical wall of whirling, razor-sharp blades made of magical energy.
1632The wall appears within range and lasts for the duration.
1633You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick,
1634 or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick.
1635The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
1636
1637When a creature enters the wall’s area for the first time on a turn or starts its turn there,
1638the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage.
1639On a successful save, the creature takes half as much damage.
1640
1641
1642
1643Create Undead
1644Casting time: 1 minute
1645Range: 10 feet
1646Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
1647Duration: Instantaneous
1648
1649You can cast this spell only at night.
1650[[5e Summary::Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.]]
1651(The GM has game statistics for these creatures.)
1652
1653As a bonus action on each of your turns, you can mentally command any creature you animated with this spell
1654if the creature is within 120 feet of you
1655(if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).
1656You decide what action the creature will take and where it will move during its next turn,
1657or you can issue a general command, such as to guard a particular chamber or corridor.
1658If you issue no commands, the creature only defends itself against hostile creatures.
1659Once given an order, the creature continues to follow it until its task is complete.
1660
1661The creature is under your control for 24 hours, after which it stops obeying any command you have given it.
1662To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends.
1663This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
1664
1665At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls.
1666When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights.
1667When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
1668
1669
1670
1671Find the Path
1672Casting time: 1 minute
1673Range: Self
1674Components: V, S, M (a set of divinatory tools–such as bones, ivory sticks, cards, teeth,
1675 or carved runes–worth 100 gp and an object from the location you wish to find)
1676Duration: Concentration, up to 1 day
1677
1678This spell allows you to find the shortest,
1679most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
1680If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress),
1681or a destination that isn’t specific (such as “a green dragon’s lairâ€), the spell fails.
1682
1683For the duration, as long as you are on the same plane of existence as the destination,
1684you know how far it is and in what direction it lies.
1685While you are raveling there, whenever you are presented with a choice of paths along the way,
1686you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
1687
1688
1689
1690
1691Forbiddance
1692(ritual)
1693Casting time: 10 minutes
1694Range: Touch
1695Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
1696Duration: 1 day
1697
1698You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
1699 For the duration, creatures can’t teleport into the area or use portals,
1700such as those created by the gate spell, to enter the area.
1701The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the
1702Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
1703
1704In addition, the spell damages types of creatures that you choose when you cast it.
1705Choose one or more of the following: celestials, elementals, fey, fiends, and undead.
1706When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there,
1707the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
1708
1709When you cast this spell, you can designate a password.
1710A creature that speaks the password as it enters the area takes no damage from the spell.
1711
1712The spell’s area can’t overlap with the area of another forbiddance spell.
1713If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled,
1714and the material components are consumed on the last casting.
1715
1716
1717
1718
1719Harm
1720Casting time: 1 action
1721Range: 60 feet
1722Components: V, S
1723Duration: Instantaneous
1724
1725You unleash a virulent disease on a creature that you can see within range.
1726The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage,
1727or half as much damage on a successful save.
1728The damage can’t reduce the target’s hit points below 1.
1729If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.
1730Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
1731
1732
1733
1734
1735Heal
1736Casting time: 1 action
1737Range: 60 feet
1738Components: V, S
1739Duration: Instantaneous
1740
1741Choose a creature that you can see within range.
1742A surge of positive energy washes through the creature, causing it to regain 70 hit points.
1743This spell also ends blindness, deafness, and any diseases affecting the target.
1744This spell has no effect on constructs or undead.
1745
1746At Higher Levels. When you cast this spell using a spell slot of 7th level or higher,
1747the amount of healing increases by 10 for each slot level above 6th.
1748
1749
1750
1751
1752Heroes' Feast
1753Casting time: 10 minutes
1754Range: 30 feet
1755Components: V, S , M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
1756Duration: Instantaneous
1757
1758You bring forth a great feast, including magnificent food and drink. T
1759he feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over.
1760Up to twelve other creatures can partake of the feast.
1761
1762A creature that partakes of the feast gains several benefits.
1763The creature is cured of all diseases and poison, becomes immune to poison and being frightened,
1764and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10,
1765and it gains the same number of hit points.
1766These benefits last for 24 hours.
1767
1768
1769
1770
1771
1772Planar Ally
1773Casting time: 10 minutes
1774Range: 60 feet
1775Components: V, S
1776Duration: Instantaneous
1777
1778You beseech an otherworldly entity for aid. The being must be known to you:
1779a god, a primordial, a demon prince, or some other being of cosmic power.
1780That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range.
1781If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature,
1782though you might get a different creature anyway (GM’s choice).
1783
1784When the creature appears, it is under no compulsion to behave in any particular way.
1785You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so.
1786The requested task could range from simple (fly us across the chasm, or help us fight a battle)
1787to complex (spy on our enemies, or protect us during our foray into the dungeon).
1788You must be able to communicate with the creature to bargain for its services.
1789
1790Payment can take a variety of forms.
1791A celestial might require a sizable donation of gold or magic items to an allied temple,
1792while a fiend might demand a living sacrifice or a gift of treasure.
1793Some creatures might exchange their service for a quest undertaken by you.
1794
1795As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute.
1796A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day.
1797The GM can adjust these payments based on the circumstances under which you cast the spell.
1798If the task is aligned with the creature’s ethos, the payment might be halved or even waived.
1799Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift.
1800Creatures rarely accept tasks that seem suicidal.
1801
1802After the creature completes the task, or when the agreed-upon duration of service expires,
1803the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible.
1804If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
1805
1806A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
1807
1808
1809
1810
1811True Seeing
1812Casting time: 1 action
1813Range: Touch
1814Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
1815Duration: 1 hour
1816
1817This spell gives the willing creature you touch the ability to see things as they actually are.
1818For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane,
1819all out to a range of 120 feet.
1820
1821
1822
1823Word of Recall
1824Casting time: 1 action
1825Range: 5 feet
1826Components: V
1827Duration: Instantaneous
1828
1829You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
1830You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated
1831when you prepared your sanctuary (see below).
1832If you cast this spell without first preparing a sanctuary, the spell has no effect.
1833
1834You must designate a sanctuary by casting this spell within a location, such as a temple,
1835dedicated to or strongly linked to your deity.
1836If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
1837
1838
1839----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1840
1841
1842Spell level 7
1843
1844
1845
1846Conjure Celestial
1847Casting time: 1 minute
1848Range: 90 feet
1849Components: V, S
1850Duration: Concentration, up to 1 hour
1851
1852You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
1853The celestial disappears when it drops to 0 hit points or when the spell ends.
1854
1855The celestial is friendly to you and your companions for the duration.
1856Roll initiative for the celestial, which has its own turns.
1857It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment.
1858If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
1859
1860The GM has the celestial’s statistics.
1861
1862At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
1863
1864
1865
1866
1867 Divine Word
1868Casting time: 1 bonus action
1869Range: 30 feet
1870Components: V
1871Duration: Instantaneous
1872
1873You utter a divine word, imbued with the power that shaped the world at the dawn of creation.
1874Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw.
1875On a failed save, a creature suffers an effect based on its current hit points:
1876
1877 50 hit points or fewer: deafened for 1 minute
1878 40 hit points or fewer: deafened and blinded for 10 minutes
1879 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
1880 20 hit points or fewer: killed instantly
1881
1882Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save
1883is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane
1884for 24 hours by any means short of a wish spell.
1885
1886
1887
1888Etherealness
1889Casting time: 1 action
1890Range: Self
1891Components: V, S
1892Duration: Up to 8 hours
1893
1894You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
1895You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell.
1896During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.
1897You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
1898
1899While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane.
1900Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you,
1901unless a special ability or magic has given them the ability to do so.
1902
1903You ignore all objects and effects that aren’t on the Ethereal Plane,
1904allowing you to move through objects you perceive on the plane you originated from.
1905
1906When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy.
1907If you occupy the same spot as a solid object or creature when this happens,
1908you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
1909
1910This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
1911
1912At Higher Levels. When you cast this spell using a spell slot of 8th level or higher,
1913you can target up to three willing creatures (including you) for each slot level above 7th.
1914The creatures must be within 10 feet of you when you cast the spell.
1915
1916
1917
1918
1919
1920Fire Storm
1921Casting time: 1 action
1922Range: 150 feet
1923Components: V, S
1924Duration: Instantaneous
1925
1926A storm made up of sheets of roaring flame appears in a location you choose within range.
1927The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish.
1928Each cube must have at least one face adjacent to the face of another cube.
1929Each creature in the area must make a Dexterity saving throw.
1930It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
1931
1932The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
1933If you choose, plant life in the area is unaffected by this spell.
1934
1935
1936
1937
1938
1939Plane Shift
1940Casting time: 1 action
1941Range: Touch
1942Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
1943Duration: Instantaneous
1944
1945You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
1946You can specify a target destination in general terms,
1947such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells,
1948and you appear in or near that destination.
1949If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes,
1950or looking at the city from across the Sea of Fire, at the GM’s discretion.
1951
1952Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence,
1953this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported,
1954they appear in the closest unoccupied spaces next to the circle.
1955
1956You can use this spell to banish an unwilling creature to another plane.
1957Choose a creature within your reach and make a melee spell attack against it.
1958On a hit, the creature must make a Charisma saving throw.
1959If the creature fails this save, it is transported to a random location on the plane of existence you specify.
1960A creature so transported must find its own way back to your current plane of existence.
1961
1962
1963
1964
1965Regenerate
1966Casting time: 1 minute
1967Range: Touch
1968Components: V, S, M (a prayer wheel and holy water)
1969Duration: 1 hour
1970
1971You touch a creature and stimulate its natural healing ability.
1972The target regains 4d8 + 15 hit points.
1973For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
1974
1975The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes.
1976If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
1977
1978
1979
1980
1981Resurrection
1982Casting time: 1 hour
1983Range: Touch
1984Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
1985Duration: Instantaneous
1986
1987You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead.
1988If its soul is free and willing, the target returns to life with all its hit points.
1989
1990This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died.
1991It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell,
1992they afflict the target on its return to life.
1993
1994This spell closes all mortal wounds and restores any missing body parts.
1995
1996Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws,
1997and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
1998
1999Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly.
2000Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
2001
2002
2003
2004
2005
2006Symbol
2007Casting time: 1 minute
2008Range: Touch
2009Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
2010Duration: Until dispelled or triggered
2011
2012When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table)
2013or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
2014If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter.
2015If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell,
2016the glyph is broken, and the spell ends without being triggered.
2017
2018The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
2019
2020You decide what triggers the glyph when you cast the spell.
2021For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph,
2022removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it.
2023For glyphs inscribed within an object, the most common triggers are opening the object,
2024approaching within a certain distance of it, or seeing or reading the glyph.
2025
2026You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics
2027(such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers).
2028You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
2029
2030When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows,
2031filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends.
2032Each creature in the sphere when the glyph activates is targeted by its effect,
2033as is a creature that enters the sphere for the first time on a turn or ends its turn there.
2034
2035Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
2036 or half as much damage on a successful save.
2037
2038Discord. Each target must make a Constitution saving throw.
2039 On a failed save, a target bickers and argues with other creatures for 1 minute.
2040 During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
2041
2042Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save.
2043 While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
2044
2045Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute.
2046 During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
2047
2048Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute.
2049 An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish.
2050 The GM controls its movement, which is erratic.
2051
2052Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
2053
2054Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save.
2055 A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
2056
2057Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
2058
2059
2060----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2061
2062
2063Spell level 8
2064
2065
2066
2067Antimagic Field
2068Casting time: 1 action
2069Range: Self (10-foot-radius sphere)
2070Components: V, S, M (a pinch of powdered iron or iron filings)
2071Duration: Concentration, up to 1 hour
2072
2073A 10-foot-radius invisible sphere of antimagic surrounds you.
2074This area is divorced from the magical energy that suffuses the multiverse.
2075Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane.
2076Until the spell ends, the sphere moves with you, centered on you.
2077
2078Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it.
2079A slot expended to cast a suppressed spell is consumed.
2080While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
2081
2082Targeted Effects. Spells and other magical effects, such as magic missile and charm person,
2083 that target a creature or an object in the sphere have no effect on that target.
2084
2085Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere.
2086 If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed.
2087 For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
2088
2089Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
2090
2091Magic Items. The properties and powers of magic items are suppressed in the sphere.
2092 For example, a +1 longsword in the sphere functions as a nonmagical longsword.
2093 A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere.
2094 If a magic weapon or a piece of magic ammunition fully leaves the sphere
2095 (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere),
2096 the magic of the item ceases to be suppressed as soon as it exits.
2097
2098Magical Travel. Teleportation and planar travel fail to work in the sphere,
2099 whether the sphere is the destination or the departure point for such magical travel.
2100 A portal to another location, world, or plane of existence,
2101 as well as an opening to an extradimensional space such as that created by the rope trick spell,
2102 temporarily closes while in the sphere.
2103
2104Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere.
2105 Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
2106
2107Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere.
2108 Likewise, the spheres created by different antimagic field spells don’t nullify each other.
2109
2110
2111
2112
2113 Control Weather
2114Casting time: 10 minutes
2115Range: Self (5-mile radius)
2116Components: V, S, M (burning incense and bits of earth and wood mixed in water)
2117Duration: Concentration, up to 8 hours
2118
2119You take control of the weather within 5 miles of you for the duration.
2120You must be outdoors to cast this spell.
2121Moving to a place where you don’t have a clear path to the sky ends the spell early.
2122
2123When you cast the spell, you change the current weather conditions,
2124which are determined by the GM based on the climate and season.
2125You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect.
2126Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
2127
2128When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down.
2129When changing the wind, you can change its direction.
2130
2131Precipitation Stage Condition
2132
2133 1 Clear
2134 2 Light clouds
2135 3 Overcast or ground fog
2136 4 Rain, hail, or snow
2137 5 Torrential rain, driving hail, or blizzard
2138
2139Temperature Stage Condition
2140
2141 1 Unbearable heat
2142 2 Hot
2143 3 Warm
2144 4 Cool
2145 5 Cold
2146 6 Arctic cold
2147
2148 Wind Stage Condition
2149
2150 1 Calm
2151 2 Moderate wind
2152 3 Strong wind
2153 4 Gale
2154 5 Storm
2155
2156
2157
2158
2159
2160Earthquake
2161Casting time: 1 action
2162Range: 500 feet
2163Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
2164Duration: Concentration, up to 1 minute
2165
2166You create a seismic disturbance at a point on the ground that you can see within range.
2167For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point
2168and shakes creatures and structures in contact with the ground in that area.
2169
2170The ground in the area becomes difficult terrain.
2171Each creature on the ground that is concentrating must make a Constitution saving throw.
2172On a failed save, the creature’s concentration is broken.
2173
2174When you cast this spell and at the end of each turn you spend concentrating on it,
2175each creature on the ground in the area must make a Dexterity saving throw.
2176On a failed save, the creature is knocked prone.
2177
2178This spell can have additional effects depending on the terrain in the area, as determined by the GM.
2179
2180Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell.
2181 A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide,
2182 and extends from one edge of the spell’s area to the opposite side.
2183 A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in.
2184 A creature that successfully saves moves with the fissure’s edge as it opens.
2185 A fissure that opens beneath a structure causes it to automatically collapse (see below).
2186
2187Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell
2188 and at the start of each of your turns until the spell ends.
2189 If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures.
2190 A creature within half the distance of a structure’s height must make a Dexterity saving throw.
2191 On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble,
2192 requiring a DC 20 Strength (Athletics) check as an action to escape.
2193 The GM can adjust the DC higher or lower, depending on the nature of the rubble.
2194 On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
2195
2196
2197
2198
2199Holy Aura
2200Casting time: 1 action
2201Range: Self
2202Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic,
2203 such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)
2204Duration: Concentration, up to 1 minute
2205
2206Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
2207Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius
2208and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends.
2209In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light.
2210The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
2211
2212
2213----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2214
2215
2216Spell level 9
2217
2218
2219
2220
2221
2222Astral Projection
2223Casting time: 1 hour
2224Range: 10 feet
2225Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
2226Duration: Special
2227
2228You and up to eight willing creatures within range project your astral bodies into the Astral Plane
2229(the spell fails and the casting is wasted if you are already on that plane).
2230The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
2231
2232Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions.
2233The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you,
2234fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact,
2235you can find your way home.
2236If the cord is cut–something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.
2237
2238Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane.
2239If you enter a new plane or return to the plane you were on when casting this spell,
2240your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.
2241Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body,
2242nor do they persist when you return to it.
2243
2244The spell ends for you and your companions when you use your action to dismiss it.
2245When the spell ends, the affected creature returns to its physical body, and it awakens.
2246
2247The spell might also end early for you or one of your companions.
2248 A successful dispel magic spell used against an astral or physical body ends the spell for that creature.
2249If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature.
2250If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.
2251
2252If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies,
2253usually by dropping to 0 hit points.
2254
2255
2256
2257
2258Gate
2259Casting time: 1 action
2260Range: 60 feet
2261Components: V, S, M (a diamond worth at least 5,000 gp)
2262Duration: Concentration, up to 1 minute
2263
2264You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
2265The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose.
2266The portal lasts for the duration.
2267
2268The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front.
2269Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
2270
2271Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
2272
2273When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work).
2274If that creature is on a plane other than the one you are on,
2275the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal.
2276You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
2277
2278
2279
2280
2281Mass Heal
2282Casting time: 1 action
2283Range: 60 feet
2284Components: V, S
2285Duration: Instantaneous
2286
2287A flood of healing energy flows from you into injured creatures around you.
2288You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range.
2289Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened.
2290This spell has no effect on undead or constructs.
2291
2292
2293
2294True Resurrection
2295Casting time: 1 hour
2296Range: Touch
2297Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
2298Duration: Instantaneous
2299
2300You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
2301If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
2302
2303This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died.
2304The spell replaces damaged or missing organs and limbs.
2305
2306The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name.
2307The creature then appears in an unoccupied space you choose within 10 feet of you.